We had a couple meetings with our professors and with each other this week, and we came to the conclusion that our game needs to ooze style. Not that we didn't assume or want that before this point, but it was sort of a distant consideration, second to getting the game functioning properly on an engineering level. We realized, however, that even the mechanics need to feel stylized--the physics reactions, the trap effects, the whole package need to be a part of the aesthetic as much as the art style. While that doesn't change much of the work we've done up to this point, it does put a little different spin on the way we think about the project as a whole. Rather than the art and the engineering being two entirely separate pieces, we are starting to recognize just how much collaboration every aspect of the game needs across all the disciplines involved.
That said, it's a good thing that each of the team members has some understanding of what each of the others is doing and is capable. Kamron and Jorge have worked together to figure out how to get traps to place at the player's will on any spot on the level, Jorge and Chris are working together on the 3D modeling of the Dodo, I've been helping Jorge and Kamron lay out algorithms for how the traps function, we've all worked together to determine the final designs of traps and how the Dodos look, etc. We've proven to be a good team so far, and I expect the next (also last) week-and-a-half of development to turn out a great prototype.
The game has playable pieces at the moment, too, though not that fall together into a cohesive game yet. By next week, it will actually play like a game, so take a look at some more concept art in the meantime. Aren't they cute?!
- Troy
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